EPISODE · Sep 4, 2023 · 42 MIN
Fallout 3 Walkthrough (Modded) Part 314
from realdcghoul101 3Speak Podcast · host realdcghoul101
https://3speak.tv/watch?v=realdcghoul101/keyzsnxj I wrap things in Maddox Island before I return to the Capital Wasteland. This is the fifteenth (and last episode) episode of [**Washington Malevolence**](https://discourse.modsinexile.com/t/washingtons-malevolence-huge-quest-mod/194). **Note:** The mod was updated since I played it, so things may differ when you play it. The mods I used in this series are listed [**here**](https://dcghoul-101-random-posts.blogspot.com/2023/02/my-fallout-3-mod-list.html). Also, the complete playlist is now available on [**Youtube**](https://youtube.com/playlist?list=PLywUlYBrpVO4kJdsZoG_NnvH8eKllT2yJ) and [**Odysee**](https://odysee.com/@DCGhoul101:3/Fallout-3-Walkthrough-%28Modded%29---No-Commentary:a) **Note:** The mod was updated since I played it, so things may differ when you play it. - 00:40 - I left Schyyt's Market, and I headed west. A Sentry Bot was between the threes. - 02:11 - Two truck trailers are abandoned behind Schyyt's Market. - 02:46 - I turn southeast towards the houses. I entered the 208 Fisherman Road. The path upstairs is blocked, but there's food in the kitchen. - 04:40 - Back outside. Houses near the Rolfe Hospital are all boarded up. - 06:01 - To the road south. I entered 112 Outer Grove Lane. The home has footlockers, cabinets, and a dead Wastelander in the bathroom. - 07:46 - Back outside. I turn west and enter the 705 Rizzota Street. Not much on this home and the upper floor is blocked. - 08:49 - Back outside. I checked the map and noticed I missed the 732 Factory Road (near the rocks to the south). I take the psycho on the bookshelf. - 11:14 - I go east and enter the 712 Factor Road. This place is empty, and the door upstairs doesn't work (maybe the area was unfinished). - 12:06 - The 702 Factory Road is to the east. Another empty home. I returned outside and headed to Meridiport. I may have missed one more home on the northeast side. One of the homes you can see in the distance when I appear outside. - 12:58 - I go northwest to meet Jimmy. I open the Rusted Utility Door and go downstairs. I reached the car tunnel and found the other door to a partially flooded corridor. - 15:46 - Another section of the cart tunnel and another door. I check the map before going downstairs to a flooded area. I keep walking until I'm teleported to Capital Wasteland, west of the [**National Guard Depot**](https://fallout.fandom.com/wiki/National_Guard_depot) (close to the Asylum from the [**AWOP mod**](https://www.nexusmods.com/fallout3/mods/17965)). The Vertibird can be used to return to Maddox Island. - 18:19 - I fast-travel to Megaton (inventory management time) before returning to the National Guard Depot. I discovered the Vertibird To Maddox Island. - 19:44 - The Vertibird lands on the Derelict Hangar, and I fast travel to the Trash Heap in the swamp area to the northwest. - 19:56 - I head southwest/west towards the trees; I check the map and then turn north. - 22:04 - I continue north between the trees. There's another hidden path behind the bushes to the west (I check the map). I turn northwest/north to an open area, and a mysterious man appears at my side and shoots a giant dog. - 23:24 - I talk to Trapper Henry. He invites me to his home and gives me a gun to hunt a big Yao Guai - Big Berta - near Flackland. He promises a reward. Southen Survivalist begins. - 24:44 - Talking to the kids. They didn't have much to say, so I left the place (I'm at Trapper's Farmstead). I fast-travel to Old Jimmy Shack. - 25:26 - I take the road south and turn southwest past the old truck. I found some Yao Guais there, but Big Bertha was already dead (LOL). The other bears didn't like it very much. I take Trapper's Bullets from Big Bertha. - 27:12 - I return to Trapper's Farmstead and give the items to him. The reward is **Francine** (a Sniper Rifle). Southern Survivalist is finished. - 28:39 - I talk to Trapper Henry. He has a list of some stashes hidden on the island. He'll tell the swampfolks at Circle Junktown - discovered at episode 309 - that I'm all right (if I find everything). - 29:54 - I search for the list on the barn to the north. The **Trapper's Cache Locations** note was between pre-war books on a box (upstairs). Trapper's Stash begins. - 31:32 - All the stashes are visible on the map. The northwest Trapper's Cache is the closest (west of East Shore Speedway). It's like the [**Hollowed-out Rock**](https://fallout.fandom.com/wiki/Hollowed-out_rock_(Fallout_3)) in the vanilla game. - 32:55 - I go northeast to find the second Trapper's Cache. I read the Trapper's Cache Locations note. I cross the road and find it. - 35:18 - Creatures fought and killed each other in the area. - 36:06 - I fast-travel to Rolfe Building to find the third Stash. I walk northeast of the building to find Trapper's Cache between the trees. - 37:34 - I fast-travel to Accomack County Waste Disposal to find the fourth Trapper's Cache. It's a rock past the old truck. - 38:11 - I fast-travel to Circle Junction. The Trapper's Cach is to the southwest on the cliffs. - 39:02 - I return to Trapper Henry. He'll talk to the swampfolks, and they will leave some reward to me in a mailbox, where the circle meets back the road. Trapper's Stash is finished. I leave the place, and the Swampfolk Radio signal is detected. I fast-traveled to the Circle Junction and found ammo, chems, and armor in the mailbox. - 40:31 - I fast-travel to the Derelict Hangar. I take the Vertibird and return to the Capital Wasteland. - 41:13 - I go to the Ranger Compound to give the [**mapping data**](https://fallout.fandom.com/wiki/Geomapping_with_Reilly) collected in Maddox Island (2760 caps). I return to Megaton. Washington Malevolence is finished (what I could find). Thanks to Janitor Dave for creating the mod. It's hard to find stable quest mods for Fallout 3.
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Fallout 3 Walkthrough (Modded) Part 314
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